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D&D General 6 Core Classes: You are in charge

Horwath

Legend
I don’t think 1/3’s work well. I’ll stick to my 6 with at most 1/2s.
probably,

for 2 class hybrid, maybe take 2/3rd of class features of both classes and spread them over 20 levels, 13+13
for 3 class hybrid it would probably take 1/2 features from 3 classes over 20 levels, 10+10+10
 

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My personal opinion is that if you want to do a system with a smaller overall number of strong classes (in the 4-7 range), you really want to move away from the idea of "main stat" for classes, and either have subclasses with a "main stat" or just remove the idea entirely. Then you can group tropes into classes by other identifying characteristics that you think they should share under the class umbrella.
Yes, absolutely. I like the idea of few broad classes, but that requires the classes to be highly flexible and customisable and anchoring each to one stat goes directly against that.
 


Undrave

Legend
Oh that's really easy:

STR: Fighter (Includes the Barbarian)
CON: Warden (Bring back the Primal warrior of 4e! Has a subclass that gets utility wild shapes)
DEX: Skirmisher (combines the martial Ranger, Rogue and Monk into a single agile class)
INT: Warlord
WIS: Cleric (Can go Invoker or Paladin as focus using a mix-and-match system where the god isn't linked to a specific battle style)
CHA: Warlock (the coolest caster!)

That's all we need!

Wizards get rolled into Warlocks - pact of the tome indeed. It's all a matter of where you devote your loyalty. They might also find some home with Artificer - alchemy, "spellcraft", making runes...
I actually have a Warlock patron specifically designed to replace a Wizard: The Living Library!
 

OB1

Jedi Master
This is a fun one! I'd go

Str: Fighter (Barbarian subclass)
Dex: Rogue (Ranger, Monk subclasses)
Con: Sorcerer
Int: Wizard (Artificer subclass)
Wis: Druid (Cleric subclass)
Cha: Warlock (Bard, Paladin subclasses)
 

Horwath

Legend
My personal opinion is that if you want to do a system with a smaller overall number of strong classes (in the 4-7 range), you really want to move away from the idea of "main stat" for classes, and either have subclasses with a "main stat" or just remove the idea entirely. Then you can group tropes into classes by other identifying characteristics that you think they should share under the class umbrella.
4 classes:

Martial:
HD: d12
martial weapons
starting armor light+medium, option for heavy(or extra skills)
extra attack every 4 levels(4,8,12,16,20)

Gish/half caster
HD: d10
martial weapons
starting armor light+medium, option for heavy(or extra skills or extra cantrips)
extra attack every 5 levels(5,10,15,20)
half caster, 1-5 spell levels, new spell levels at class level 1,5,9,13,17

Adept:
HD: d8
simple weapons, option for martial(or extra skills or extra cantrips)
starting armor light, option for medium(or extra skills or extra cantrips)
extra attack every 6 levels(6,12,18)
2/3rd caster, 1-7 spell levels, new spell levels at class level 1,4,7,10,13,16,19

Caster/mage
HD: d6
simple weapons
starting armor none, option for light(or extra skills or extra cantrips)
extra attack every 8 levels(8,16)
full spellcasting, 1-10 spell levels(yes, add 10th spell level), new spell level at class level 1,3,5,7,9,11,13,15,17,19.
 

steeldragons

Steeliest of the dragons
Epic
What are the abilities FOR?

Strength: I hit more often. I do more damage. I bend bars and lift gates. I'm, physically, more impressive.
--Default: Fighter. Combat expert.
-- -- Barbarian: Str. + Con., Combat expert with Battle Rage.
-- -- Knight: Str. + Cha., Combat expert with Code of Honor.
-- -- Swordmaster: Str + Dex., Combat expert with Weapon Focus.

Dexterity: I have better reflexes. I have more hand-eye coordination. I hit more often with ranged weapons. I move faster (?).
--Default: Thief. Skill Expert.
-- -- Acrobat: Dex + Str., Specific skills expert with maneuverability Stunts.
-- -- Bravo (nee Assassin): Dex. + Con., Specific skills expert with Martial prowess.
-- -- Swashbuckler: Dex + Cha., Specific skills expert with "Panache" (adding martial prowess and stunts)

Constitution: I am more tough. I get more hit points. I can take/resist physical punishment and keep going.
--Default: Ranger. Skills & Combat Support.
-- -- Paladin: Con. + Cha., Martial prowess meshed with Channeling (Divine)
-- -- Shaman: Con + Wis., Skills meshed with Spirit Entreaties & Shapeshifting.
-- -- Swordmage: Con. + Int., Martial prowess meshed with Arcane magic-use.

Intelligence: I am smart. I have reason and memory. I have the ability to learn, retain, and recall information.
--Default: Mage. Magic/Spell Expert.
-- -- Abjurist: Int + Cha., Specific magic expert with bindings & Talismans.
-- -- Conjurer: Int. + Con., Specific magic expert with evocations & Minions.
-- -- Illusionist: Int. + Dex., Specific magic expert with phantasms & Tricks.

Wisdom: I have better judgement. I am more insightful and perceptive. I have willpower.
--Default: Cleric. Channeling (Divine) Expert.
-- -- Ascetic (nee Monk): Wis. + Con., Channeling (ki/soul/the divine-self) with martial prowess.
-- -- Pneumamancer (choose Vivo- or Necro-): Wis + Int., Channeling (Life/Death/Spirit) with magic-use.
-- -- Warlock: Wis + Cha., Channeling (Arcane) with martial prowess & magic-use.

Charisma: I'm better at interacting. I have a strong sense of self. I am personable.
--Default: Druid. Magic & Channeling (Nature) Support.
-- -- Bard: Cha + Dex., Support with skills, martial prowess, magic-use, & channeling (Nature).
-- -- Psychic: Cha. + Con., Support with Mental Powers ("Magic & Channeling").
-- -- Witch: Cha + Int., Support with diverse magic-use & channeling (Arcane/Divine/Nature/Spirit).
 




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